9 x 9 Go Is A Real Game - Part II

Fig 5. Both A and C in Fig 4 are sente for white (black must
answer), so black prevents on of them with 29 (a 'reverse sente' play),
gaining the three points marked . White then plays his sente sequence 30 - 33,
which gains him three points, the one marked and two for forcing black to play 31
and 33. Why does black choose 29 rather than D in Fig 4?

The reason is that 29 threatens to take a further two points from
white. If black were to play at 34, white E, white still needs to play
one extra move within his territory. SO white 34 and black 35 - 37 are
both worth two points and the result is a draw, both sides have 26
points.

This game illustrates the benefits that even stronger players can
derive from 9*9 Go. It is excellent practice in the endgame.

It encourages you to think not only about finding the next largest
move, but in terms of the optimum sequence of moves - the pros and cons
of 'small' sente versus 'large' gote plays, and so on. Often it is
possible to count carefully and work out the correct sequence right down
to the last move.

Of course, this is something that professionals can do on a large
board, almost from the middle-game.

This article is from the
British Go Journal
Issue 66
which is one of a series of back issues now available on the web.